Facebook Spaces Live and Tilt Brush are perfect ways to share, ideate, and try new things with Garden One. These videos and photos shares some ideas for raised beds, recycled bottle gardens, and planting in old IKEA bags. In VR anything can happen, even drawing strawberries!

We had our second HackDay with IoT Fuse. Our goal was to get the grow-lights operating and the water hoses threaded into the structure. We got it all lit-up. Also,, recycled bottle walls, and VR Garden One were created inside of TiltBrush. I was excited that so many people came to the Hackday!

Better World Museum is creating an edible indoor garden as a form of social action. Garden One is a project dedicated to creating more equity, inclusion and diversity with placemaking. The garden uses emerging technology to enhance human-centered design and helps make growing plants a mobile connected experience. Read more...

Paul Seim (ATT), delivered Garden One in the loading dock at the Marriott City Center building in downtown Minneapolis, where Better World Museum is located. It was at the Wayzata High School since IoTFuse. This model will eventually be returned to that school, and we will build future models- perhaps in a new shape or without shelves with suspended tubes - who knows? That's one of the exciting parts of this project is that the community will determine how it goes: A Hackathon is scheduled for August 19th!

What happens when a museum makes a teen a Leader? Better World Museum appointed a 12 year old, "Director of Science and Innovation" for an indoor edible garden project? Her responsibilities include researching plants, managing social media, and a blog. However, she has exceeded these expectations by creating a program that uses connected technological devices and public place-making to help bring sustainable solutions to starving communities. This Case Study will examine how one 12 year old can be an effective museum leader, despite lack of advanced education, professionalism, or expected teen behaviors. Follow this presentation for a study in risk-taking, teen leadership, unexpected rewards, challenges, problem solving, and stories that defy expectations of what it takes to be a museum leader today, as well as this Teen-Director's impact on the greater community.